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Learning three.js with some low-poly car models from blender (following Imphenzia)

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Not a game! just learning three.js and how to work with some models from blender.

controls:

  • cursor keys to drive
  • 'm' to change model / mesh
  • 'o' to place a random object
  • 't' to experimentally swap out the palette texture (not to a good one, yet! This will be used for headlights, colourising models, etc)

"The car is a separate model that follows the sphere position. The user rotates the car, but not the sphere. The sphere gets a force in the direction of the car model." - Kenney https://twitter.com/Nitroneers/status/1238779466832363520

TODO:

  • better shadow
  • Dynamically switchable palettes to have many colourised cars out of one model.
  • brake lights - with switched palette or different material
  • car creator? (modular)
  • smoke, skid marks?
  • physics, including colliders for the track. hopefully find a way to create them automatically from the track mesh.
  • sound - synthesised?

Recent changes

  • added post processing glitching when "m" is pressed to change model / mesh. reality dysfunction?
  • added front wheel fake steering (no point working on this much until adding physics)
  • added spinning wheels - not correlated to anything, currently (see above!)

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Learning three.js with some low-poly car models from blender (following Imphenzia)

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